the cutting room mirror

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Kirby & the Amazing Mirror yra Kirbio antras ir paskutinis nuotykis ant GBA, turintis Metroidovanijos tipo žaidimą, panašų į Kirby Super Star "Great Cave Offensive" režimą. Taip pat turįs tris Kirbius partnerius, kurie nelabai padeda. Pala pala, o tai mes minėjom, kad Kirbis dabar turi gelbėti Meta Knight'ą? Aha, TAIP JOU, škia tskant!

Jis buvo perleistas 3DS Virtual Console'i kaip 3DS ambasadoriaus programos dalis 2011 gruodį, o vėliau ir Wii U Virtual Console'i 2014 balandį be jokių skirtumų, neskaitant multiplayerio režimo neegzistavimo. Nykuma.

Sub-puslapiai#

Unused Rooms#

Debug Room#

There was a room here.

This room uses a similar tileset to Kirby: Nightmare in Dream Land's debug rooms. This was probably used as a debug room earlier in development, but it's empty now. Use code 02020FE6:03C9 and you'll be transported there after you lose a life. It's gone now.

(Source: GoldS)

Unknown Room#

Another unused room. Its header is missing.

The header data for this room is completely missing from the final game, but all the other data (tile map, solidity map and objects) is still there.

The only tileset that fits is the one used in Radish Ruins. The room contains four Maxim Tomatoes and two 1UPs. Their presence suggest this was some kind of test room.

(Source: UraYukimitsu)

Unused Copy Abilities#

Hi-Jump#

Hi-Jump, an ability from Kirby: Nightmare in Dream Land, was apparently set to appear in this game. Developer text from a removed Debug Menu lists its attacking sound from the previous game, called SE KBY_HI_JUMP internally. The sound itself also remains, and can be heard in the Collection Room's Sound Player, grouped behind UFO's sound effects.

No other copy abilities from the previous game are listed, such as Ball, Light, and Freeze, which leads to the conclusion of Hi-Jump being considered for this game, before ultimately getting cut.

Unfortunately, the sound and its internal name are the only known remnants of this ability. Any graphics of Kirby or his hat are nowhere to be found, and it's unknown if there's code for it.

(Source: Vyroz)

Unused Enemy Properties#

Chip#

Any Chip enemy must be set to do something in-game. If one manages to add a Chip to a room but doesn't modify its behavior, it will default to just hopping in place. Hop! And a hop! And a hop...!

(Source: Vyroz)

Gordo#

Despite being indestructible, the Gordo enemy has a set HP value of 2. Nothing can reduce its HP.

(Source: Mugg1991's K&TAM Luascript Hitbox Viewer)

Soarar#

The Soarar enemy has an unused idle animation which only consists of one still frame. Since Soarars are always in constant movement, this goes unused. Please note that the sideways movement is not part of it. Kirby & The Amazing Mirror Unused Soarar animation.gif

(Source: Vyroz)

Unused Palettes#

Peppermint Palace#

While not fully unused, the palette used for the windows outside the main building of Peppermint Palace has some unused shades of green and blue. Kirby_&_The_Amazing_Mirror_Peppermint_Palace_Palette.png

The game can apply this palette to the pine trees outside the building, however. It gives the trees the same colors from their used palette, but with a black shadow and a purple trunk.

Unused

Used

(Source: Vyroz)

Development Text#

Strings relating to the development process.

Debug Text#

A whole patch of devtext containing internal BGM and SFX names can be located at 00369A64 in the Japanese version, 0038F29C in the European version, and 003852F0 in the US version. The text was part of a Sound Test Debug Menu, which was removed from the final game, but can still be found on the game's Demo. The table below lists the text, the sound they were associated with, and a translation of the text if needed. Please note that the BGM and SFX are prefixed with "BGM" and "SE" respectively, according to the Debug Menu.

BGM

Text

Non

start_st

ply_1

ply_2

ply_5

boss_mid

boss_kyotu

kbydead

SFX

Text

not sound

kby_jump

kby_suikomi

kby_hoobari

kby_starshot_1

kby_starshot_2

kby_tyakuti

kby_nouryoku

kby_dmg_1

kby_dmg_2

kby_dmg_3

kby_nomikomi

kby_airshot

kby_habataki

kby_rakka

kby_dash

kby_sliding

kby_brake

kby_oyogi_1

kby_oyogi_2

kby_dmg_ice

kby_dmg_fire_1

kby_dmg_fire_2

kby_dmg_fire_3

kby_dmg_fire_4

kby_nobori

kby_ori

kby_hoshiware

kby_mizuhaki

kby_mizuoti

kby_hosidasi

kby_starhane

kby_tyuu

kby_shinisou

kby_tobitati

kby_korogari

kby_humi_jump

kby_suikomi_loop

kby_toridashi

kby_fire_loop

kby_ice_loop

kby_icecube_osi

kby_burnin_loop

kby_dokan

kby_wheel_loop

kby_wheelbrake

kby_parasol

kby_cutter

kby_lazer

kby_stone_1

kby_stone_2

kby_korogari_2

kby_slowcatch

kby_slownage

kby_slowhit

kby_sleep1

kby_sleep2

kby_lazer50

kby_lazerkabe20

kby_hi_jump

kby_ufo_tame1

kby_ufo_tame2

kby_ufo_tame3

kby_ufo_tame4

kby_ufo_lazer1

kby_ufo_lazer2

kby_ufo_lazer3

kby_ufo_lazer4

kby_ufo_hane

kby_ufo_nori

kby_ufo_tamekiri

kby_spark_loop

kby_tornado1

kby_tornado2

kby_hammerfuri1

kby_hammerfuri2

kby_hammerhit1

kby_hammeratari

kby_fire_oni1

kby_fire_oni2

kby_hammerhit2

kby_tornado

kby_hammerhit3

kby_sword40_1

kby_sword40_2

kby_sword_mijin1

kby_sword_mijin2

kby_sword_final

kby_panch

kby_kick

kby_spike_panch

kby_sky_kick

kby_pshot_tame1

kby_pshot_tame2

kby_pshot_tame3

kby_pshot1

kby_pshot2

kby_mega_pshot

kby_riging

kby_spin_kick

kby_moon_kick

kby_crash60

zakodead1

zakodead2

zakodead3

zakodead_s1

zakodamage1

dmg_icehit

dmg_cutterhit

dmg_swordhit

hit_1

hit_2

zako_bomb

zako_dead_ice

zako_tobitachi

zako_shot1

zako_fire1

zako_spark1

zako_jump1

zako_shot_zo

bress__dosin_s

roal_start

roal_kabe

apper_apper

foaly_bombnage

syuty_shot

dittshi_jab

ditshi_apper

heavyknight_sword

gleat_tyakuti

birug_nomikomi

birug_hakidashi

m_boss_exp

m_boss_damage1

m_boss_kizetu

m_boss_flash

cat_atk

cat_fireboal

b_boss_exp

b_boss_flash

king_tataki

king_goalem

item

oneup

kaifuku

kbydead_fgm

pause

select

kettei

keitai_coal

keitai_tyak

koware1

switch

tobira_f1

tobira_f2

takara

(Source: Vyroz, heynow)

Nintendo SRAM#

Esantis 0xD60864:

MultiSio4Sio32Load020820
Sio32MultiLoad010214
NINTENDOSRAM_V113

Build Dates#

Located at F87AF0 in the Japanese version, F32D94 in the US version, F4026C in the European version and A2BF78 in the prototype. The Japan Revision 1 version, the Japan Virtual Console version and the USA Virtual Console version do not differ from their "parent" versions.

Prototype

Europe

USA

Japan

0.21
Mon Dec 29 19:37:23  2003
1.01
Mon Apr 19 20:21:54  2004
1.03
Mon Apr 12 19:58:05  2004
1.08
Tue Mar  2 02:08:54  2004

Possibly Cut Graphics#

Example of the glitch with Parasol.

When Kirby is transported to Dark Mind's last phase, any ability that he had on him will be removed immediately. Thanks to glitches, however, it's possible to keep the abilities of the other Kirbys. To do so, Kirby must call his friends when the screen is almost fully red after defeating Dark Mind's core. This will result in the Kirbys being able to move around the cutscene where Dark Mind escapes, and conserve the ability when the final fight begins. There's a side effect to all of this, as the ability hats (or parasol, in the case of Parasol Kirby) of the Kirbys will just stay floating beside the Warp Star. However, there is one ability who has a unique effect: Missile.

The glitch with Missile.

Missile is the only ability that has a unique sprite when riding the Warp Star. It's identical to one of his sprites when climbing a ladder, but it's located at a different spot in the ROM. While the ladder sprite is located at 005B5D18, this one is located at 005B9458. Missile, unlike other abilities, doesn't have separate sprites for his hat.

Other abilities who have their hats and base sprites as one, such as Cupid, Hammer, Fighter, and Throw, will crash the game if this glitch is attempted with them. This most likely means that the game is trying to load graphics that no longer exist for these abilities. As for abilities that have their hats separate, they could be loading their default hat sprite due to the game being unsuccessful at finding the correct graphic.

All of this indicates that, at one point, every ability was planned to have a special graphic/hat for the Warp Star ride at the final fight, but for unknown circumstances, they were cut. Kirby_&_The_Amazing_Mirror_Unused_Missilie_Sprite.png

(Discovery: Mugg1991)

Dark Mind Glitch and Unused Hit Counter Behavior#

Kirby_&_The_Amazing_Mirror_Dark_Mind_Glitch.gif

An EXTREMELY rare Glitch can occur at the last Dark Mind fight that causes a softlock. It can happen randomly, and there are no clear requirements for it.

During the post-credits scene, Dark Mind has an absurdly low chance of simply not dying. The player can keep hitting him, but he will never explode. This unfortunate event can at least let us see some unused behavior from the hit counter. If the player is patient enough to surpass 999 hits to Dark Mind's core... ...the counter just resets to 000 hits. Cool.

(Source: Vyroz)

Revisional Differences#

  • The Virtual Console release reduced the flashing lights that appears when defeating a boss, as part of Nintendo's newer policies in order to avoid causing epileptic seizures.

CactusEpilepsy.gif

The following content may induce seizures and has been hidden by default. Click to reveal: 

GBA

Wii U

  • As stated above, the Virtual Console release removed the multiplayer functionality.

Oddities#

  • Despite what the lives counter would have us believe, the game actually caps lives at 255 instead of 99.
  • For some reason, there's a duplicate of the Crackity Hack theme selectable as the 39th track in the Sound Test. For reference, the used version is track 27.

Išnašos ir referencai#

References#


  1. CREDITS - Planning: Flagship, Programming: Dimps, Debug: HAL Laboratory↩︎
  2. https://www.ign.com/games/kirby-the-amazing-mirror↩︎
  3. https://twitter.com/Sora_Sakurai/status/1382529108605800448↩︎
  4. https://www.nintendo.co.uk/Games/Game-Boy-Advance/Kirby-The-Amazing-Mirror-266914.html↩︎